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joshrva

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  1. That's not how matchmaking works. With matchmaking, the worst player would be matched up with better players and the teams should be evenly matched. In ranked, it's only a negative experience for the better players who consistently get the worst player and have to carry him/her, however, in 8s one person isn't going to decide a win/loss, and in arenas they're probably not going to either with the average skill level in arenas currently.
  2. I don't blame you for not wanting to go back in to ranked after that, but you are expected to know what you're doing going in to ranked, or at least show a desire to improve and an ability to listen to advice. Unfortunately, the population is far too small to be matched against players your skill as a new player, so players will inherently be toxic to you if you're there and throw games. But very few people will be toxic to you if you actually show up with at least some knowledge of how to play your class and show that you want to improve and are able to listen to what they tell you to do. They may be frustrated that they may lose a couple games with you on their team, but ultimately the population is too small to turn away players who want to improve. At the same time, the population is too small to not turn away players who have no desire to improve and simply want to farm mats or whatever and throw games, because games with those players will just always be unbalanced and unfun. Sure, and it also had massive amount of quality story content. Now it doesn't have the same amount of (new) quality story content, and the only reason for people who already did the story content to continue playing the game is endgame content. Fair enough. It would be cool if crafting had more meaning, right now it's pretty useless.
  3. What do you think I mean by it. They're removing ranked pvp, the endgame of pvp. Regs =/= endgame. I don't see what you mean by this. Sure, endgame gearing is attached to endgame content, but you only need that endgame gear for said endgame content. This is the same as in every other mmo I can think of. I agree that there is a lack of on level planets, but world content =/= endgame content and is irrelevant to the topic. There are only two objective endgames, ranked pvp and nim raids. Imagine them just straight up removing nim raids, it would kill pve. Yes, not everyone does nim raids, but without nim raids there might as well not be hardmode or story mode raids. Same with pvp, without ranked pvp there are no regs.
  4. Also I just wanted to say, for the people who don't realize that these pvp changes are bad. They are removing endgame which is just bad no matter how look you at it, and affects you more than you realize even if you participated didn't participate in that endgame. I've largely shifted to pve in 7.0, and even people who have never touched pvp in this game are leaving. I know regstars that are leaving because they're making the scoreboard ugly, I know regstars who are leaving because they had aspirations of doing ranked and now that's not a thing. People always say that the game is dying, that 7.0 would kill the game, that 6.0 would kill the game, etc., and I know that may be what I sound like to some of you, but believe me, taking away endgame is not the right move for the game's longevity, a game that already struggles with putting out content. This is mainly a rant post, and I do see Bioware removing this, but seriously, it's not too late to just listen to your community, Bioware. Please.
  5. > makes changes that absolutely no one asked for > asks for feedback on said changes > gets 121 replies > doesn't respond to a single one > pushes unwanted changes to live
  6. Far less, if at all. No. No, if I queue for pvp at all it will be for 4v4 Arenas. To be honest, probably not, but I won't be playing warzones anyway so I don't know. Yes. It seems very participation based, which is not a good thing with the removal of ranked. If ranked wasn't removed, I would be fine with the Season reward track being participation/win based, but the fact that a top 3 pvper would be getting the same rewards as someone who sits afk in stealth the whole game is offensive to say the least. Honestly, I think the PvP season system by itself is a good thing. It incentivizes regular/casual pvpers, and maybe some people who haven't pvped before, in to queuing for regs for seasonal rewards. I think it replacing ranked is completely offensive and should not be a thing. Like I said, I think the seasonal rewards do incentivize regular/casual players to pvp. That's about it however. 1) It's participation based. There's no competitive rewards for a competitive gamemode. 2) Premades vs solo queued players in a 4v4 sounds very not fun. Additionally, if the matchmaking is anything like regs, where one team can have one or even 2+ healers/tanks while the other team has none, that is also a problem. 3) Again, this replacing ranked is offensive and will lead to many players, myself included most likely, leaving the game. Not removing ranked. I think the whole PvP Season system is completely fine as long as it's not flat out replacing ranked. What I would really like to see, and what would keep me in the game, is for Ranked to exist as it does currently, and have the Ranked seasons align with the PvP Season system seasons. I think the overdrawn seasons and preseasons of Ranked were a pretty big problem, and I would be glad to see them get shortened way down.
  7. With the removal of Ranked pvp and thus, presumably, non cartel market flairs, I think it's time for flairs from Nim Operations. Maybe from HM R4 too. Or just from Nim R4 whenever that releases.
  8. Yes, but not in the intended way. Like many other groups, we did Kanoth first to upgrade our gear before doing IP-CPT, as IP-CPT was a much harder boss and required better gear than the 330 we had going in to the operation. I think just making the first boss easier to do without getting gear from the later bosses first would suffice. The proposed nerf to IP-CPT in the 7.1.1 plans, however, would not achieve this. The hardest part of the fight is getting through the second set of Enforcers. During that phase, there are 3 bombs that need to be defused, and the enforcers also spawn on the second set of bombs which means that there is less time to kill the enforcers before the boss comes down and you have to deal with floor traps and grenades while finishing off the enforcers. Reducing the health of the enforcers will help greatly in reducing the difficulty of the fight. Yes. I, and many other people, upgraded our mainhands, boots, and gloves through Hazardous gear, as those are the pieces that drop from Dominique. I also upgraded gear for my off-roles through Hazardous gear. I think for me personally it took a few weeks after the operation came out. I think the timeframe was reasonable, and once I got the pieces I needed to upgrade I started accumulating an excess amount, making it easy to gear alts through Hazardous gear. Yes, as you were able to get your mainhand to 340 before defeating the final boss, which definitely helped not only in actually defeating the final boss but also defeating the bosses before it consistently. You could also of course get other gear pieces to 340, but the mainhand was the most significant. Quite frankly, they weren't for me. I didn't use any of them. No. I like the idea of Operations armors, I just would like more appealing ones. Yeah it's pretty unique and I feel like it fits the operation. It wasn't my main motivation for clearing R4, but it was something cool that was a possibility in getting. I do wish there was a more consistent way to get it, as it currently only has an honestly abysmal drop chance and I will likely never obtain it if there is no alternative method. Not specifically, but I do think it would definitely be cool to see more.
  9. Currently, all 3 Marauder specs parse higher than both 2 Juggernaut dps specs. However, Vengeance Juggernaut has a niche in that it has really really strong aoe damage. Neither of Juggernaut dps specs are bad for single target dps, they're both about average. Marauder has some of the best defensives of any class in PvE. It is also much stronger than Jugg defensive wise in PvP. Jugg is not terrible defensive wise in PvE, although it does struggle some in PvP. Yes. Marauders are typically more in demand, although there are certain (aoe heavy) boss fights where Jugg is preferred. You will be able to find a NiM progression team playing either class. It's not, Annihilation is for high end PvE (nim ops). This is due to the huge amount of offheals that Annihilation does. Fury mara is very good as well, but it's not far and away better than other dps specs like Anni is. I would say Mara is more stable. It's hard to imagine Annihilation not being viable unless they completely gut its offhealing. And even if they do gut its offhealing, it will still most likely have very strong damage on top of very strong defensives.
  10. I would like to reiterate what a few other people have said; it's not that nerfing classes is concerning, it's what classes you're choosing to nerf which is concerning. Lightning, Madness, Hatred, Concealment, and Marksman are mid tier specs at absolute best. They absolutely do not need to be nerfed. Additionally, AP does not need to be nerfed in damage output, it has decent if not slightly above average damage output. Here are the classes that DO need to be nerfed: Annihilation Marauder- in passive heals, not damage All Marauder specs - in raid utility (predation), not damage Pyrotech Powertech - in damage (the current changes are good) and in raid utility (rebounders) AP Powertech - in raid utility (rebounders), not damage Vengeance Juggernaut - in aoe damage Medicine Operative - in aoe heals No other classes need to be nerfed at this point in time. Please. Thank you
  11. These changes are counterproductive and do not address the current DPS balancing issues in PvE. I will say, I think the healer changes are great. And one of the actual overperforming specs was nerfed (pyro) which is good, I believe it is a bit harsh of a nerf, but it is at least to the correct class. However, the nerfs to the rest dps classes are counterproductive to overall class balancing. In addition, they don't touch what actually makes the classes that are overperforming so strong. Concealment, Lightning, Madness, and Hatred do not need to be nerfed. None of these classes are over represented in raids. They don't do top damage in raids, they don't bring any utility, they don't even have great survivability. They are completely inferior to Marauder, Pyro PT, and Sniper. Classes that were not nerfed, or in the case of Pyro PT, not nerfed enough to still not be completely superior to these classes. Additionally, Advanced Prototype does not need to be nerfed to the extent that it is being nerfed to. And as far as I can tell, this new tactical will not be used in PvE. It may be used in PvP, but I don't think it will be very welcome there either. There don't need to be more slows in PvP. I can't tell whether the changes to Marksman are a nerf or not, as it is not specified whether Corrosive Dart counts towards "whenever dealing damage," as previously it only applied to weapon damage. If it still only applies to weapon damage, this is a nerf, and an unnecessary one. What DPS classes actually need to be nerfed? And how? Marauder (specifically Annihilation) and Powertech. And I say this as a Powertech main. However, neither of these classes need to be nerfed due to damage output (besides Pyrotech PT, but that was already done). They need to be nerfed in raid utility, or other classes need to be brought up to them in terms of raid utility. These are the classes that ARE over represented in raids. What makes them overrepresented by and large is their raid utility. Powertechs have great damage, especially Pyrotech, but other classes can at least somewhat come close (at least, before these nerfs). What other classes can't come close to is their raid utility. I've mentioned raid utility 5 times already, and I can't stress enough that raid utility is the cause of current balancing issues in PvE. What do Marauders and Powertechs have in raid utility that other classes don't? Marauder - Predation, a raid wide 80% movement speed increase and slow/root purge, as well as an additional 10% white damage defense (mainly used by tanks). -------Annihiltion - absolutely massive and overtuned raid healing. Powertech - Sonic Rebounders, a single use reflect against the next direct damage attack that's a applied to your whole raid team that's in range, except for yourself. There are many fights where you stack Powertechs specifically for rebounders, which just shouldn't be a thing. Additionally, Snipers have Ballistic Shield, which reduces the damage taken by all allies while inside of the shield. This is the only form of raid utility to be seen on a class that isn't Marauder and Powertech. Snipers will continue to be the dominant ranged class due to this, as well as their solid damage and good defensives. Also, one point that I would like to add, these classes; Marauder, Powertech, and Sniper; have by far the best defensives of all the classes. This does not help the class balance. Conclusion These presented DPS class nerfs are, quite simply, counterproductive. They will only cause the already dominant classes (Marauder, Pyro PT, and Sniper) to be even more dominant, as there's not only any class that compete with them in raid utility, but now in damage as well. Edit: I forgot to mention, thank you for the OP aoe dr. That and healer changes I agree with and support. The rest of my points still stand.
  12. The Snipe ability on Engineering ticks two stacks of Electrified Railgun, while the Charged Burst ability on Saboteur only ticks one stack of Blazing Speed. This only occurs when Interrogation Probe is on the target. Here is a video demonstrating what happens on Engineering. https://streamable.com/kcck7b Here is a video demonstrating what happens on Saboteur. https://streamable.com/85wb73 I believe this is due to the "Custom Auto Loader" / "Jury-Rigged Mods" talent in the Engineering/Saboteur skill tree. It seems that on Engineering, the bonus elemental damage in "Snipe deals bonus elemental damage to targets with Interrogation Probe applied to them" is a tick of Electrified Railgun. On Saboteur, it seems that Charged Burst does not deal any bonus elemental damage to targets with Shock Charge applied to them.
  13. I had the same experience, I am not able to upgrade Locked and Loaded past 330 either.
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